The BitFi crypto wallet was supposed to be unhackable and none other than famous weirdo John McAfee claimed that the device – essentially an Android-based mini tablet – would withstand any attack. Spoiler alert: it couldn’t.

First, a bit of background. The $120 device launched at the beginning of this month to much fanfare. It consisted of a device that McAfee claimed contained no software or storage and was instead a standalone wallet similar to the Trezor. The website featured a bold claim by McAfee himself, one that would give a normal security researcher pause:

Further, the company offered a bug bounty that seems to be slowly being eroded by outside forces. They asked hackers to pull coins off of a specially prepared $10 wallet, a move that is uncommon in the world of bug bounties. They wrote:

We deposit coins into a Bitfi wallet
If you wish to participate in the bounty program, you will purchase a Bitfi wallet that is preloaded with coins for just an additional $10 (the reason for the charge is because we need to ensure serious inquiries only)
If you successfully extract the coins and empty the wallet, this would be considered a successful hack
You can then keep the coins and Bitfi will make a payment to you of $250,000
Please note that we grant anyone who participates in this bounty permission to use all possible attack vectors, including our servers, nodes, and our infrastructure

Hackers began attacking the device immediately, eventually hacking it to find the passphrase used to move crypto in and out of the the wallet. In a detailed set of tweets, security researchers Andrew Tierney and Alan Woodward began finding holes by attacking the operating system itself. However, this did not match the bounty to the letter, claimed BitFi, even though they did not actually ship any bounty-ready devices.

Something that I feel should be getting more attention is the fact that there is zero evidence that a #bitfi bounty device was ever shipped to a researcher. They literally created an impossible task by refusing to send the device required to satisfy the terms of the engagement.

Then, to add insult to injury, the company earned a Pwnies award at security conference Defcon. The award was given for worst vendor response. As hackers began dismantling the device, BitFi went on the defensive, consistently claiming that their device was secure. And the hackers had a field day. One hacker, 15-year-old Saleem Rashid, was able to play Doom on the device.

Well, that's a transaction made with a MitMed Bitfi, with the phrase and seed being sent to a remote machine.

The hacks kept coming. McAfee, for his part, kept refusing to accept the hacks as genuine.

The press claiming the BitFi wallet has been hacked. Utter nonsense. The wallet is hacked when someone gets the coins. No-one got any coins. Gaining root access in an attempt to get the coins is not a hack. It's a failed attempt. All these alleged "hacks" did not get the coins.

Unfortunately, the latest hack may have just fulfilled all of BitFi’s requirements. Rashid and Tierney have been able to pull cash out of the wallet by hacking the passphrase, a primary requirement for the bounty. “We have sent the seed and phrase from the device to another server, it just gets sent using netcat, nothing fancy.” Tierney said. “We believe all conditions have been met.”

The end state of this crypto mess? BitFi did what most hacked crypto companies do: double down on the threats. In a recently deleted Tweet they made it clear that they were not to be messed with:

I haven’t really been following this Bitfi nonsense, but I do so love when companies threaten security researchers. pic.twitter.com/McyBGqM3bt

Claiming your front door has an unpickable lock does not make your house secure. No more does offering a reward only for defeating that front door lock, and repeatedly saying no one has claimed the reward, prove your house is secure, especially when you’ve left the windows open.

The Discord gaming community boasts 150 million members and 46 million active monthly users, who spend their days chatting about games, finding people to play with and looking for advice on how to resolve issues. Up until now, game publishers have had to monitor public discussions looking for people who need help or relied on expert users to assist them, but that’s about to change with Zendesk’s new Discord support bot.

Zendesk VP of product and platform, Luke Behnke, says they count a fair number of gaming companies as customers, and they have been looking for a way to have more direct communication with Discord users right where they play. With the Zendesk-Discord integration, users can request help by typing /support, and then the nature of the problem. This activates the Zendesk bot and triggers the creation of a help ticket, paving the way for a customer service rep to work directly with a person having an issue.

Calling the Zendesk bot in Discord. Screenshot: Zendesk

Prior to this, the only way that the game publishers could use Zendesk to generate help tickets was through the traditional sources like email, texts or phone calls, which required their users to leave the flow of the game. This integration allows the publishers to let the customers come to them for help without leaving the community.

Behnke says his company has been talking to Discord, whose members generate more than 530 million messages a day, about creating an integration that would work for their users. “We worked with Discord on this and they have been testing it internally and giving us feedback,” he said.

Conversation with game publisher CSR using Zendesk-Discord bot. Screenshot: Zendesk

Of course, it requires people know that you type /support to activate it, but Behnke believes that if the integration works well, word will get around that this is a useful way to get support directly from the publisher without leaving Discord. He says his company sees this as a unique approach to customer service, one that the gaming publishers, who tend to be innovative, are particularly open to.

Future updates could include the ability to push messages to the community such as information on an outage, or for the bot to answer common questions without accessing a human CSR. For now, this integration is in early release. The company is still working out the kinks with publishers, but they hope to get it into full production by the end of the year.

Making a bipedal robot is hard. You have to make sure maintain exquisite balance at all times and, even with the amazing things Atlas can do, there is still a chance that your crazy robot will fall over and bop its electronic head. But what if that head is a quadcopter?

University of Tokyo have done just that with their wild Aerial-Biped. The robot isn’t completely bipedal but it’s designed instead to act like a bipedal robot without the tricky issue of being truly bipedal. Think of the these legs as more a sort of fun bit of puppetry that mimics walking but doesn’t really walk.

“The goal is to develop a robot that has the ability to display the appearance of bipedal walking with dynamic mobility, and to provide a new visual experience. The robot enables walking motion with very slender legs like those of a flamingo without impairing dynamic mobility. This approach enables casual users to choreograph biped robot walking without expertise. In addition, it is much cheaper compared to a conventional bipedal walking robot,” the team told IEEE.

The robot is similar to the bizarre-looking Ballu, a blimp robot with a floating head and spindly legs. The new robot learned how to walk convincingly through machine learning, a feat that gives it a realistic gait even though it is really an aerial system. It’s definitely a clever little project and could be interesting at a theme park or in an environment where a massive bipedal robot falling over on someone might be discouraged.

Zombie-like passive consumption of static video is both unhealthy for viewers and undifferentiated for the tech giants that power it. That’s set Facebook on a mission to make video interactive, full of conversation with broadcasters and fellow viewers. It’s racing against Twitch, YouTube, Twitter and Snapchat to become where people watch together and don’t feel like asocial slugs afterward.

That’s why Facebook today told TechCrunch that it’s acqui-hired Vidpresso, buying its seven-person team and its technology but not the company itself. The six-year-old Utah startup works with TV broadcasters and content publishers to make their online videos more interactive with on-screen social media polling and comments, graphics and live broadcasting integrated with Facebook, YouTube, Periscope and more. The goal appears to be to equip independent social media creators with the same tools these traditional outlets use so they can make authentic but polished video for the Facebook platform.

Financial terms of the deal weren’t disclosed, but it wouldn’t have taken a huge price for the deal to be a success for the startup. Vidpresso had only raised a $120,00 in seed capital from Y Combinator in 2014, plus some angel funding. By 2016, it was telling hiring prospects that it was profitable, but also that, “We will not be selling the company unless some insane whatsapp like thing happened. We’re building a forever biz, not a flip.” So either Vidpresso lowered its bar for an exit or Facebook made coming aboard worth its while.

For now, Vidpresso clients and partners like KTXL, Univision, BuzzFeed, Turner Sports, Nasdaq, TED, NBC and others will continue to be able to use its services. A Facebook spokesperson confirmed that customers will work with the Vidpresso team at Facebook, who are joining its offices in Menlo Park, London and LA. That means Facebook is at least temporarily becoming a provider of enterprise video services. But Facebook confirms it won’t charge Vidpresso clients, so they’ll be getting its services for free from now on. Whether Facebook eventually turns away old clients or stops integrating with competing video platforms like Twitch and YouTube remains to be seen. For now, it’s giving Vidpresso a much more dignified end than the sudden shutdowns some tech giants impose on their acquisitions.

“We’ve had a lot of false starts along the way . . . We finally landed on helping create high quality broadcasts back on social media, but we still haven’t realized the full vision yet. That’s why we’re joining Facebook,” the Vidpresso team writes. “This gives us the best opportunity to accelerate our vision and offer a simple way for creators, publishers, and broadcasters to use social media in live video at a high quality level . . . By joining Facebook, we’ll be able to offer our tools to a much broader audience than just our A-list publishing partners. Eventually, it’ll allow us to put these tools in the hands of creators, so they can focus on their content, and have it look great, without spending lots of time or money to do so.”

Facebook Live has seen 3.5 billion broadcasts to date, and they get six times as many interactions as traditional videos. But beyond public figures, game streamers, and the odd moment of citizen journalism, it’s become clear that most users don’t have compelling enough content to stream. Interactivity could take some pressure off the broadcaster by letting the audience chip in.

But the last line of Vidpresso’s announcement above explains Facebook’s intentions here, and also why it didn’t just try to build the tools itself. It doesn’t just want established news publishers and TV studios making video for its platform. It wants semi-pro creators to be able to broadcast snazzy videos with graphics, comments and polls that can aesthetically compete with “big video” but that feel more natural. This focus on creators over news outlets aligns with reports of Facebooks head of journalist relations Campbell Brown allegedly saying that Mark Zuckerberg doesn’t care about publishers and that “We are not interested in talking to you about your traffic and referrals any more. That is the old world and there is no going back.” Facebook has contested these reports.

Every internet platform is wising up to the fact that web-native creators who grew up on their sites often create the most compelling content and the most fervent fan bases. Whichever video hub offers the best audience growth, creative expression tools and monetization options will become the preferred destination for creators’ work, and their audiences will follow. Vidpresso could help these creators look more like TV anchors than selfie monologuers, but also help them earn money by integrating brand graphics and tie-ins. Facebook couldn’t risk another tech giant buying up Vidpresso and gaining an edge, or wasting time trying to build interactive video technology and expertise from scratch.

Nio was started in 2014, initially as NextCar, by Bin Li, an entrepreneur who founded online automotive services platform Bitauto. The company is backed by Chinese internet giants Baidu and Tencent among others, and it has developed two vehicles so far: the EP9 supercar and ES8.

The former is really a concept/racer car — it broke the electric vehicle speed record last year — but the ES8, pictured above, is a car designed for the masses which is priced at 448,000 RMB, or around $65,000.

Nio opened sales for the ES8 last year but it only began shipping in June. Thus, to date, it has fulfilled just 481 orders, although it claims that there are 17,000 customers who put down reservations waiting in the wings.

That means that, essentially, it is pre-revenue at this point.

The company reported revenue of $6.9 million as of the end of June — so one month of deliveries — with a total loss of $502 million for 2018 to date. Last year, Nio lost $759 million in 2017, that included no revenue and nearly $400 million spent on R&D.

Nio may be in the same space as Tesla, but its approach differs from the U.S. firm. The company operates ‘clubhouses’ where it sells to new customers and allows existing owners to come to spend time, while it also goes direct to consumer with mobile-based sales. (Not, unlike, say an early Xiaomi model.)

Nio’s pricing is more focused on mid-market and, without a charger network like Tesla (most Chinese households would struggle to charge at home), it has developed its own unique way to handle battery charging. Its vehicles support battery swapping at dedicated stations while it operates a range of roaming charging trucks can reach users who are low on juice.

Those on-demand charging services come as part of a subscription-based package which will add further revenue beyond car sales. Further down the line, the company said its vehicles will be compatible with the national EV charging network China is developing so that’ll help on the charging front, too.

Like China’s infrastructure play, Nio itself is very much a work in progress.

Indeed, case in point, it doesn’t yet operate its own factory.

Right now, state-owned JAC Motors handles product but Nio has pledged to invest $650 million to construct its own manufacturing plant in Shanghai. Nio’s current order backlog will take six to nine months to process, according to the filing, but its own factory could mean orders are dispatched to customers within 28 days of purchase.

The interior of the NIO ES8

The company’s focus is China, but Nio has global roots. Shanghai is its headquarters and home to nearly 2,500 staff, but it also has teams in Munich (design), San Jose (software and self-driving) and London and Oxford in the UK, which handle vehicle concepts.

Its executive team is predominantly Chinese but one familiar name is Padmasree Warrior who is the head of Nio’s U.S. business. The former Motorola CTO joined the company in 2015 after calling time on Cisco, where she spent seven years and had been chief technology and strategy officer.

Despite an international setup, there’s no word in the filing on whether Nio has a timeframe for selling vehicles outside of China. For now, the company cites analyst data claiming that “China is a clear leader in the global EV market” with sales growing from 21,800 in 2013 to 740,900 units last year. That’s despite the Chinese government cutting back on some of its generous subsidies aimed at encouraging early ownership of EVs and eco-friendly hybrid cars.

There are few things as frustrating as troubleshooting a Wi-Fi network and coverage within a home or apartment. For something so vital to maintain a connection to the outside world, or provide a means to binge watch Breaking Bad from start to finish “just one more time,” Wi-Fi sure is a fickle technology.

In recent years, mesh networking has emerged as a promising means to eliminate most of those issues, while providing added controls and functionality to network management. Mesh networking uses multiple access points (AP) that blanket an area in a signal, handing off devices to another AP when it can provide a better connection.

Image: Samsung

Last year, Samsung released its own mesh networking solution with Samsung Connect Home. In addition to acting as a mesh network, Samsung Connect Home included Samsung’s SmartThings functionality for control of connected devices such as locks, doorbells, and lights.

Learning from its experience with Samsung Connect Home, the company on Monday announced SmartThings Wifi. Overall, the access points look similar to last year’s model, save for an additional SmartThings logo on the top of the small white box.

This time around, instead of trying to manage the mesh network itself, Samsung has partnered with Plume.

Plume’s AI smarts will work in tandem with Samsung’s hardware to learn network conditions, make suggestions on improving a network, prioritizing devices, and parental controls for connected devices.

Most of those features are reserved for Plume’s membership program, but Samsung has worked it out with Plume so that all SmartThings Wifi users will get to take advantage of the advanced features without any further fees.

In addition to its mesh network capabilities, SmartThings Wifi also acts as a SmartThings hub for connecting, controlling, and managing smart home devices.

SmartThings Wifi is available starting today, August 13 on Samsung.com and through various retailers. A 3 pack, with enough power to cover a 4,500 square foot area, is priced at $279. Single SmartThings Wifi devices are $119.

here’s the Samsung Note 9

]]>http://techmediamagazine.com/samsung-partners-with-plume-for-smartthings-wifi-mesh-network.html/feed0Here’s where to sign up to get Fortnite for Androidhttp://techmediamagazine.com/heres-where-to-sign-up-to-get-fortnite-for-android.html
http://techmediamagazine.com/heres-where-to-sign-up-to-get-fortnite-for-android.html#respondMon, 13 Aug 2018 19:33:39 +0000http://techmediamagazine.com/heres-where-to-sign-up-to-get-fortnite-for-android.html

Fortnite’s journey to Android has been a complicated one. A few months back, Epic Games promised to bring the wildly popular survival sandbox title to the mobile OS, but only after side stepping the traditional process for doing so. Fittingly, while it now appears to be live for Android, the process of actually getting the game is, well, complicated.

If you want to get started, you’ll need to sign up for a beta of the game. That’s right, while the title has been up and running on any number of other platforms (including its three-day head start on Samsung devices), it’s still in beta on Android. Give Epic your email address, and they’ll send you an invite…”as soon as you can play.”

How soon is that? Well, there appears to be a waiting list at the moment. How long all of this will take is anyone’s guess, though the company says it can take “a few days” for all of it to go through. Since the whole thing is bypassing the Google Play store (much to Google’s chagrin), you’ll need to install the Fortnite Installer APK to install Fortnite the game.

I went through a similar process to get the game on the Note 9. It’s weird and kind of annoying, but when it’s done, it’s done.

Oh, and you’ll want to make sure your phone is compatible. Epic’s got the full list here, which seems to include a pretty broad range, including Pixel devices and handsets from Huawei, LG, Nokia, OnePlus, Xiaomi, ZTE and Razer.

Today, Discord is returning the favor by playing with the idea of selling games through its namesake chat platform.

The company says it’ll launch a beta of the game store later today, though it’ll initially be limited to a small slice of its user base (which now sits at 150 million users). More specifically, the beta will roll out to just 50,000 users from Canada at first.

It’ll be dabbling in game sales on two fronts: they’ll directly sell some games, while other games will be added perks for its Discord Nitro subscription service.

Whereas Valve has massively increased the number of games on Steam over the last few years by opening up to third parties through things like Steam Greenlight or (more recently) Steam Direct, Discord is pitching this as a more “curated” offering with a slimmer number of options. At least at first, they say they’re aiming for something that feels more like “one of those cozy neighborhood book shops” — which, on day one of the beta, translates to 11 games.

The games it’ll sell first:

Dead Cells

Frostpunk

Omensight

Into the Breach

SpellForce 3

The Banner Saga 3

Pillars of Eternity II: Deadfire

Hollow Knight

Moonlighter

This is the Police 2

Starbound

While 11 games may not seem like much, you can bet they’ll offer more than that in time. See that screenshot up top? You don’t dedicate an entire tab in some of your app’s most prime screen real estate unless you’re hoping to make it a key part of your business.

Taking things one more step forward, Discord is also getting into (temporary) exclusives — or, as it calls them, “First on Discord” games. While it doesn’t mention names and none will roll out with today’s beta, Discord says it’ll soon highlight select indie games that’ll be available only on Discord for the first 90 days-or-so after their respective launches.

Meanwhile, the company is also testing the idea of building up its premium subscription add-on, Discord Nitro, into a game subscription service. Whereas the $5-per-month service previously primarily got you a few mostly aesthetic perks like animated avatars, a special profile badge and bigger upload limits, the same 50,000 players mentioned above (or, at least, those on Windows) will get access to a rotating set of games.

The first games hitting the subscription beta:

Saints Row: The Third

Metro: Last Light Redux

Darksiders: Warmastered Edition

De Blob

Tormentor X Punisher

Dandara

Kathy Rain

GoNNER

Kingdom: New Lands

System Shock Enhanced Edition

Super Meat Boy

While many of those games aren’t exactly new (some of them are 5+ years old), a lot of them are really great games (I’ve lost days to Super Meat Boy) that not everyone has gotten around to playing. It’s a solid way to pique people’s interest in giving Discord a bit of money each month if the GIFs and badges weren’t quite enough.

Oh, and for good measure, Discord is making itself a launcher — that is, you’ll be able to sort and launch most of the games on your computer right from Discord, including games purchased elsewhere and even those, notes the company, that require another launcher to run. If that’s not a shot across the bow in Steam’s direction, I’m not sure what is.

Samsung today is announcing an updated version of its Wifi product line. The company partnered with Palo Alto-based Plume Design to provide software that powers the devices. According to Samsung, Plume’s platform uses artificial intelligence to allocate bandwidth across connected devices while delivering the best possible wi-fi coverage throughout a home. Plus, by using Plume, Samsung gets to say its wi-fi system uses AI, which is a big marketing win.

The system also includes a SmartThings Hub like the previous generation allowing owners to build a connected IoT home without having to buy another box.

“Integrating our adaptive home Wi-Fi technology and a rich set of consumer features into SmartThings’ large, open ecosystem truly elevates the smart home experience,” said Fahri Diner, co-founder and CEO, Plume, said in a released statement. “Samsung gives you myriad devices to consume content and connect, and Plume ensures that your Wi-Fi network delivers a superior user experience to all of those devices.”

Plume Design was founded in 2014 and was one of the first to offer a consumer-facing mesh network product line. Since then, though, nearly every home networking company has followed suit and Plume has been forced to find new ways to make use of its technology. In June 2017, Comcast invested in Plume and later launched xFi using Plume technology to power the mesh networking product. According to Comcast at the time of xFi’s nationwide launch, Comcast licensed the Plume technology, then reconfigured some aspects of it to integrate xFi. It also designed its own pods in-house — which sounds similar to what Samsung is doing here too.

Plume Design has to date raised $42.2M over three rounds of funding.

Samsung’s new SmartThings WiFi Mesh Router is priced competitively with comparable products. A three pack of the units cost $279 while a single unit is $119.

Facebook is invading the blockchain, but how? Back in May, Facebook formed a cryptocurrency team to explore the possibilities, and today it removed a roadblock to revealing its secret plans.

Former head of Messenger David Marcus, who leads the Facebook Crypto team, today announced he was stepping down from the board of Coinbase, the biggest crypto startup. Marcus was formerly the president of PayPal and helped Facebook Messenger adopt chatbot commerce and peer-to-peer payments, so he was both a natural choice for Coinbase’s board and Facebook’s blockchain skunklabs.

Facebook told CoinDesk this was to avoid the appearance of a conflict of interest, which is exactly what it was. Marcus provided a statement to TechCrunch explaining he was stepping down “because of the new group I’m setting up at Facebook around blockchain,” noting that “Getting to know Brian [Armstrong, CEO of Coinbase], who’s become a friend, and the whole Coinbase leadership team and board has been an immense privilege. I’ve been thoroughly impressed by the talent and execution the team has demonstrated during my tenure, and I wish the team all the success it deserves going forward.”

Now Facebook is cleared to start publicly talking about its plans, though it hasn’t yet. “We are still in the very early stages and we are considering a number of different applications for the blockchain. But we don’t have anything else to share at this time,” a Facebook spokesperson tells me. So what could Facebook be building? I see three main consumer-facing opportunities.

3% off with FaceCoin

Facebook could build a cryptocurrency wallet with its own token that people could use to pay for things with partnered businesses or that they discover through Facebook ads. Because blockchain can make transactions free or very cheap, Facebook and its partners could sidestep the typical credit card processing fees. That would potentially allow Facebook to offer users “3% off purchases made with FaceCoin” or a similar promotion.

Discounts like this could draw users into Facebook’s cryptocurrency feature. It’s well-positioned to run such a scheme thanks to its extensive connections with more than six million advertisers and 65 million businesses that have Facebook Pages. The social network could eat the costs of running the program, passing the transaction fee savings on to the users, while touting partnerships with Facebook Crypto as ways to boost sales for businesses. That could in turn get clients to spend more money on Facebook ads, as the discounts would enhance conversion rates and drive sales.

One thing we know for sure is that Facebook won’t be building on the Stellar protocol. Facebook debunked a Business Insider report saying it was, telling TechCrunch it was not in talks with Stellar or planning to build on it.

P2P and micropayments

Facebook already lets you send friends money through Messenger for free, but only with a connected debit card or PayPal account. Facebook could offer cryptocurrency-based payments between friends to let a wider range of users settle debts for shared dinners or taxis through Messenger. Users might fund their Facebook Crypto wallet once with a payment, possibly with a one-time transaction fee, and then they could send and receive the tokens for free from then on. Blockchain becoming the backbone of peer-to-peer payments could further increase engagement with Messenger for its 1.3 billion users.

Meanwhile, Facebook could also potentially use cryptocurrency to let fans send micropayments to their favorite creators, like video stars and game streamers. Facebook recently debuted its own virtual (not crypto) currency, called Facebook Stars, that users can buy and send to creators, who can then cash them out for one cent each. Facebook takes an undisclosed cut, but gives to the creator the majority of what users spend on Stars.

Facebook could potentially undergird this system with cryptocurrency to alleviate transaction fees and let people tip creators smaller amounts of cash for exclusive content or just to show their appreciation. Facebook started with a minimum of $3 tips at a time so that transaction fees wouldn’t be too high of a percentage of the total purchase. A cryptocurrency solution could let users efficiently tip much smaller amounts, which could lure people toward the behavior. The more money Facebook can deliver to internet celebrities, the more popular ones it can recruit to live on its platform and the more content they’ll produce.

Facebook Connect for crypto

A top problem in the world of decentralized blockchain apps is how you bring your identity with you. Securely connecting your wallet, blockchain-based virtual goods and biographical info to new dApps can be a laborious process. Users typically have to type in long, complicated alphanumeric keys that are tough to remember and annoying to input. User experience design around identity in the blockchain space lags far behind what we’re used to with mainstream social apps like Facebook Connect, which uses a OAuth single sign-on to let you instantly join apps without creating a new username and password, or filling out a profile and uploading a photo.

Facebook could use its expertise in operating a popular identity platform to ease login to dApps. While the company has faced plenty of privacy issues and attacks on election integrity, Facebook has a strong record of not being traditionally hacked. It hasn’t suffered a massive user data breach like LinkedIn, Twitter and other social networks. Using an overtly centralized identity system to connect with decentralized apps might be counterintuitive, but Facebook could deliver the UX convenience necessary to unlock a new wave of blockchain utility.

For now it’s unclear if Facebook will end up directly competing with Coinbase in the exchange and wallet space, or if it might instead partner with the blockchain mainstay to accelerate its efforts. And on the enterprise engineering side, Facebook could build some decentralized storage infrastructure to cut its massive server bills. But with deep pockets, tons of tech talent and ubiquity amongsts social networkers and businesses, Facebook Crypto’s primary limits are its ambitions and the extent of user trust.